← All projectsDESIGN IN DETAIL / P129

Score-stop timing game.

A changing number becomes the moment of play.

Explore the story
Green bilingual instruction screen explaining how to start a timing challenge and stop at the number 25.
Complete bilingual score-stop instruction artboard from the Desktop Score Lock source variant.
01 / THE IDEA

A closer
look.

Give a timing challenge a clear beginning, active state and result.

02 / DESIGN APPROACH

From intention
to experience.

Standby and tutorial screens lead through countdown into a rolling score. The application then presents win or lose states, with monitor configuration supplied by the desktop shell.

01

Learn the action

The screen sequence introduces the challenge through standby and tutorial stages.

02

Stop the changing score

A countdown precedes the rolling number, making the active timing window distinct.

03

Read the outcome

Separate win and lose states provide a clear endpoint for the round.

03 / THE VISUAL STORY

The work,
in full.

Explore the complete compositions and interface states. Select any image for a closer look.

09 / PROJECT IMAGES

Select a view to explore.

VIEW 01 / 09

The challenge

Bilingual instructions explain the physical input and timing goal.

Green bilingual instruction screen explaining how to start a timing challenge and stop at the number 25.
Complete bilingual score-stop instruction artboard from the Desktop Score Lock source variant.
VIEW 02 / 09

Countdown · 3

A central count establishes the pace of the round.

Green score-lock screen with a large 3 at its center.
Countdown artwork showing 3.
VIEW 03 / 09

Countdown · 2

The countdown keeps the same centered focal point.

Green score-lock screen with a large 2 at its center.
Countdown artwork showing 2.
VIEW 04 / 09

Countdown · 1

The last count prepares the player for the changing number.

Green score-lock screen with a large 1 at its center.
Countdown artwork showing 1.
VIEW 05 / 09

Go

A simple launch cue makes the start of the challenge unmistakable.

Green score-lock screen with a large GO at its center.
The GO cue introduces the timing challenge.
VIEW 06 / 09

Counter layout

The counter becomes the dominant visual element. The saved example reads 356.

Green score-lock screen with a large 356 at its center.
A saved counter-state design showing 356. Source variants contain different targets; this is artwork, not a live result.
VIEW 07 / 09

Stopped value

A second saved counter example reads 390. These source variants use different values from the instruction target.

Green score-lock screen with a large 390 at its center.
A saved counter-state design showing 390. Source variants contain different targets; this is artwork, not a live result.
VIEW 08 / 09

Try again

Arabic and English copy give the round a clear retry state.

Green bilingual result layout saying Better luck next time and inviting another attempt.
Bilingual retry-message artboard from the Score Lock interface variant.
VIEW 09 / 09

Success state

The companion congratulatory artboard shows the positive ending. It is a design state, not a recorded reward.

Green bilingual result layout saying Congratulations and You have won a prize.
Bilingual congratulatory-message artboard from the same Score Lock source.
04 / THE DETAILS

What brings
it together.

Structure, interaction and visual decisions that give the work its character.

Design decisions

  • Visible countdown
  • Rolling score target
  • Distinct win and lose states

Project components

  • Documented production workflow
  • Visual composition study
Production notes & credits

RoleGame state/score logic, visual interface and native display configuration; confirm individual contributions.

AssetsCredit WebView2, fonts and supplied/generated motion assets separately. The case does not claim original hardware or verified event results.

StatusPrivate source-grounded draft. Documented behavior and inspected code are distinguished from untested runtime and delivery.

Image notes

  • Complete bilingual score-stop instruction artboard from the Desktop Score Lock source variant.
  • Countdown artwork showing 3.
  • Countdown artwork showing 2.
  • Countdown artwork showing 1.
  • The GO cue introduces the timing challenge.
  • A saved counter-state design showing 356. Source variants contain different targets; this is artwork, not a live result.
  • A saved counter-state design showing 390. Source variants contain different targets; this is artwork, not a live result.
  • Bilingual retry-message artboard from the Score Lock interface variant.
  • Bilingual congratulatory-message artboard from the same Score Lock source.
  • Private evidence draft. Source artwork does not prove personal authorship, original geometry, runtime behavior or delivered use. The source instruction names a target of 25 in both languages. Other reviewed project variants use different target values; this export does not establish the canonical deployed target or runtime behavior. The existing visual pattern and supplied brand system require attribution. Only the isolated header identity was removed.
  • Native interface artwork. Isolated header identity removed in a copy; all other text, imagery and geometry retained. Supplied artwork and personal contribution require attribution. Static artboard, not a live participant session.
  • Saved native design state, not a captured play session. Only the isolated header identity is removed; source text and pattern remain. Pattern and personal interface contribution require credit. This Desktop variant contains differing target values elsewhere; no canonical runtime target or implemented transition is inferred.
  • Saved native design state, not evidence of a participant winning or a reward being delivered. Only the isolated header identity is removed; source wording and pattern remain. Pattern and personal interface contribution require credit. No canonical runtime target or implemented transition is inferred.
HAVE SOMETHING IN MIND?Let’s make it
an experience.